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Why is Generate Sound Data in UE4 failing when I switched to event based packaging?

0 votes

I recently switched an unreal project over to event based packaging - the project is UE 4.26.2 and we're using Wwise 2021.1.1.7601.1995, using perforce for version control.

The migration seemed to go smoothly since we only had a test sound bank, which I deleted. Then, I imported a sound file into Wwise and created an event from it, which correctly reflected in the WAAPI picker in UE4.

After all this, I went to Build->Generate Sound Data, but it fails. I tried different combinations of Forcing Asset Synchronization, Clearing Sound data and generating, but no luck. 

I get this error

LogAkSoundData: Error: Windows: Media referenced by 'WATERFALL' in SoundBank 'SB_8E4490C98691481FA1E464953BF563D7' not found in any SoundBank

WATERFALL.wav is the test sound I imported. I am playing the event generated from it in a blueprint on BeginPlay and can hear the sound, but Generate Sound Data always fails.

If anyone can shed some light on this, I'd really appreciate it

asked Aug 10, 2021 in General Discussion by Rasik R. (100 points)

1 Answer

0 votes

You probably already did those steps but just in case:

  • In project settings:
    • Make sure the Wwise project path is correct
    • Make sure the Wwise installation path is correct
  • WAAPI Picker:
    • Try Generate Sound Data from it, it fiixed a similar issue for me
    • If the WAAPI Picker is not working, try profiling in Wwise, sometimes it fixes the connection
  • Perforce
    • Try checking out the whole Wwise project
    • Try checking out the init soundbank and the Wwise Audio folder in the Unreal Content folder

If/when you figure it out, please post your steps!

answered Oct 2, 2021 by Nikola Viel [SIDE Global] (1,640 points)
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